diff options
Diffstat (limited to 'drivers/gles3/storage')
-rw-r--r-- | drivers/gles3/storage/canvas_texture_storage.cpp | 96 | ||||
-rw-r--r-- | drivers/gles3/storage/canvas_texture_storage.h | 87 | ||||
-rw-r--r-- | drivers/gles3/storage/config.cpp | 4 | ||||
-rw-r--r-- | drivers/gles3/storage/decal_atlas_storage.cpp | 75 | ||||
-rw-r--r-- | drivers/gles3/storage/decal_atlas_storage.h | 67 | ||||
-rw-r--r-- | drivers/gles3/storage/light_storage.cpp | 316 | ||||
-rw-r--r-- | drivers/gles3/storage/light_storage.h | 154 | ||||
-rw-r--r-- | drivers/gles3/storage/particles_storage.cpp | 254 | ||||
-rw-r--r-- | drivers/gles3/storage/particles_storage.h | 140 | ||||
-rw-r--r-- | drivers/gles3/storage/render_target_storage.h | 132 | ||||
-rw-r--r-- | drivers/gles3/storage/texture_storage.cpp | 932 | ||||
-rw-r--r-- | drivers/gles3/storage/texture_storage.h | 228 |
12 files changed, 2026 insertions, 459 deletions
diff --git a/drivers/gles3/storage/canvas_texture_storage.cpp b/drivers/gles3/storage/canvas_texture_storage.cpp deleted file mode 100644 index fe12700c21..0000000000 --- a/drivers/gles3/storage/canvas_texture_storage.cpp +++ /dev/null @@ -1,96 +0,0 @@ -/*************************************************************************/ -/* canvas_texture_storage.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#ifdef GLES3_ENABLED - -#include "canvas_texture_storage.h" - -using namespace GLES3; - -CanvasTextureStorage *CanvasTextureStorage::singleton = nullptr; - -CanvasTextureStorage *CanvasTextureStorage::get_singleton() { - return singleton; -} - -CanvasTextureStorage::CanvasTextureStorage() { - singleton = this; -} - -CanvasTextureStorage::~CanvasTextureStorage() { - singleton = nullptr; -} - -RID CanvasTextureStorage::canvas_texture_allocate() { - return canvas_texture_owner.allocate_rid(); -} - -void CanvasTextureStorage::canvas_texture_initialize(RID p_rid) { - canvas_texture_owner.initialize_rid(p_rid); -} - -void CanvasTextureStorage::canvas_texture_free(RID p_rid) { - canvas_texture_owner.free(p_rid); -} - -void CanvasTextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) { - CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture); - switch (p_channel) { - case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: { - ct->diffuse = p_texture; - } break; - case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: { - ct->normal_map = p_texture; - } break; - case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: { - ct->specular = p_texture; - } break; - } -} - -void CanvasTextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) { - CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture); - ct->specular_color.r = p_specular_color.r; - ct->specular_color.g = p_specular_color.g; - ct->specular_color.b = p_specular_color.b; - ct->specular_color.a = p_shininess; -} - -void CanvasTextureStorage::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) { - CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture); - ct->texture_filter = p_filter; -} - -void CanvasTextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) { - CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture); - ct->texture_repeat = p_repeat; -} - -#endif // !GLES3_ENABLED diff --git a/drivers/gles3/storage/canvas_texture_storage.h b/drivers/gles3/storage/canvas_texture_storage.h deleted file mode 100644 index 5930e927fe..0000000000 --- a/drivers/gles3/storage/canvas_texture_storage.h +++ /dev/null @@ -1,87 +0,0 @@ -/*************************************************************************/ -/* canvas_texture_storage.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#ifndef CANVAS_TEXTURE_STORAGE_GLES3_H -#define CANVAS_TEXTURE_STORAGE_GLES3_H - -#ifdef GLES3_ENABLED - -#include "core/templates/rid_owner.h" -#include "servers/rendering/storage/canvas_texture_storage.h" - -namespace GLES3 { - -struct CanvasTexture { - RID diffuse; - RID normal_map; - RID specular; - Color specular_color = Color(1, 1, 1, 1); - float shininess = 1.0; - - RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT; - RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT; - - Size2i size_cache = Size2i(1, 1); - bool use_normal_cache = false; - bool use_specular_cache = false; - bool cleared_cache = true; -}; - -class CanvasTextureStorage : public RendererCanvasTextureStorage { -private: - static CanvasTextureStorage *singleton; - - RID_Owner<CanvasTexture, true> canvas_texture_owner; - -public: - static CanvasTextureStorage *get_singleton(); - - CanvasTextureStorage(); - virtual ~CanvasTextureStorage(); - - CanvasTexture *get_canvas_texture(RID p_rid) { return canvas_texture_owner.get_or_null(p_rid); }; - bool owns_canvas_texture(RID p_rid) { return canvas_texture_owner.owns(p_rid); }; - - virtual RID canvas_texture_allocate() override; - virtual void canvas_texture_initialize(RID p_rid) override; - virtual void canvas_texture_free(RID p_rid) override; - - virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override; - virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override; - - virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override; - virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override; -}; - -} // namespace GLES3 - -#endif // !GLES3_ENABLED - -#endif // !CANVAS_TEXTURE_STORAGE_GLES3_H diff --git a/drivers/gles3/storage/config.cpp b/drivers/gles3/storage/config.cpp index 1f66401427..7b87ce7e4f 100644 --- a/drivers/gles3/storage/config.cpp +++ b/drivers/gles3/storage/config.cpp @@ -40,6 +40,10 @@ Config *Config::singleton = nullptr; Config::Config() { singleton = this; should_orphan = true; + + // If this is to early we need to change our code similar to what we're doing in RendererRD, + // and instantiate our storage classes when we are ready to do so in the order we want. + initialize(); } Config::~Config() { diff --git a/drivers/gles3/storage/decal_atlas_storage.cpp b/drivers/gles3/storage/decal_atlas_storage.cpp deleted file mode 100644 index 7bac34ea19..0000000000 --- a/drivers/gles3/storage/decal_atlas_storage.cpp +++ /dev/null @@ -1,75 +0,0 @@ -/*************************************************************************/ -/* decal_atlas_storage.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#ifdef GLES3_ENABLED - -#include "decal_atlas_storage.h" - -using namespace GLES3; - -RID DecalAtlasStorage::decal_allocate() { - return RID(); -} - -void DecalAtlasStorage::decal_initialize(RID p_rid) { -} - -void DecalAtlasStorage::decal_set_extents(RID p_decal, const Vector3 &p_extents) { -} - -void DecalAtlasStorage::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) { -} - -void DecalAtlasStorage::decal_set_emission_energy(RID p_decal, float p_energy) { -} - -void DecalAtlasStorage::decal_set_albedo_mix(RID p_decal, float p_mix) { -} - -void DecalAtlasStorage::decal_set_modulate(RID p_decal, const Color &p_modulate) { -} - -void DecalAtlasStorage::decal_set_cull_mask(RID p_decal, uint32_t p_layers) { -} - -void DecalAtlasStorage::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) { -} - -void DecalAtlasStorage::decal_set_fade(RID p_decal, float p_above, float p_below) { -} - -void DecalAtlasStorage::decal_set_normal_fade(RID p_decal, float p_fade) { -} - -AABB DecalAtlasStorage::decal_get_aabb(RID p_decal) const { - return AABB(); -} - -#endif // !GLES3_ENABLED diff --git a/drivers/gles3/storage/decal_atlas_storage.h b/drivers/gles3/storage/decal_atlas_storage.h deleted file mode 100644 index f5dc36b1fb..0000000000 --- a/drivers/gles3/storage/decal_atlas_storage.h +++ /dev/null @@ -1,67 +0,0 @@ -/*************************************************************************/ -/* decal_atlas_storage.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#ifndef DECAL_ATLAS_STORAGE_GLES3_H -#define DECAL_ATLAS_STORAGE_GLES3_H - -#ifdef GLES3_ENABLED - -#include "core/templates/rid_owner.h" -#include "servers/rendering/storage/decal_atlas_storage.h" - -namespace GLES3 { - -class DecalAtlasStorage : public RendererDecalAtlasStorage { -public: - virtual RID decal_allocate() override; - virtual void decal_initialize(RID p_rid) override; - virtual void decal_free(RID p_rid) override{}; - - virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) override; - virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override; - virtual void decal_set_emission_energy(RID p_decal, float p_energy) override; - virtual void decal_set_albedo_mix(RID p_decal, float p_mix) override; - virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) override; - virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) override; - virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) override; - virtual void decal_set_fade(RID p_decal, float p_above, float p_below) override; - virtual void decal_set_normal_fade(RID p_decal, float p_fade) override; - - virtual AABB decal_get_aabb(RID p_decal) const override; - - virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {} - virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {} -}; - -} // namespace GLES3 - -#endif // !GLES3_ENABLED - -#endif // !DECAL_ATLAS_STORAGE_GLES3_H diff --git a/drivers/gles3/storage/light_storage.cpp b/drivers/gles3/storage/light_storage.cpp new file mode 100644 index 0000000000..7395611d71 --- /dev/null +++ b/drivers/gles3/storage/light_storage.cpp @@ -0,0 +1,316 @@ +/*************************************************************************/ +/* light_storage.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifdef GLES3_ENABLED + +#include "light_storage.h" +#include "config.h" + +using namespace GLES3; + +LightStorage *LightStorage::singleton = nullptr; + +LightStorage *LightStorage::get_singleton() { + return singleton; +} + +LightStorage::LightStorage() { + singleton = this; +} + +LightStorage::~LightStorage() { + singleton = nullptr; +} + +/* Light API */ + +RID LightStorage::directional_light_allocate() { + return RID(); +} + +void LightStorage::directional_light_initialize(RID p_rid) { +} + +RID LightStorage::omni_light_allocate() { + return RID(); +} + +void LightStorage::omni_light_initialize(RID p_rid) { +} + +RID LightStorage::spot_light_allocate() { + return RID(); +} + +void LightStorage::spot_light_initialize(RID p_rid) { +} + +void LightStorage::light_free(RID p_rid) { +} + +void LightStorage::light_set_color(RID p_light, const Color &p_color) { +} + +void LightStorage::light_set_param(RID p_light, RS::LightParam p_param, float p_value) { +} + +void LightStorage::light_set_shadow(RID p_light, bool p_enabled) { +} + +void LightStorage::light_set_projector(RID p_light, RID p_texture) { +} + +void LightStorage::light_set_negative(RID p_light, bool p_enable) { +} + +void LightStorage::light_set_cull_mask(RID p_light, uint32_t p_mask) { +} + +void LightStorage::light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) { +} + +void LightStorage::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) { +} + +void LightStorage::light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) { +} + +void LightStorage::light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) { +} + +void LightStorage::light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) { +} + +void LightStorage::light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) { +} + +void LightStorage::light_directional_set_blend_splits(RID p_light, bool p_enable) { +} + +bool LightStorage::light_directional_get_blend_splits(RID p_light) const { + return false; +} + +void LightStorage::light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) { +} + +RS::LightDirectionalSkyMode LightStorage::light_directional_get_sky_mode(RID p_light) const { + return RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY; +} + +RS::LightDirectionalShadowMode LightStorage::light_directional_get_shadow_mode(RID p_light) { + return RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; +} + +RS::LightOmniShadowMode LightStorage::light_omni_get_shadow_mode(RID p_light) { + return RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; +} + +bool LightStorage::light_has_shadow(RID p_light) const { + return false; +} + +bool LightStorage::light_has_projector(RID p_light) const { + return false; +} + +RS::LightType LightStorage::light_get_type(RID p_light) const { + return RS::LIGHT_OMNI; +} + +AABB LightStorage::light_get_aabb(RID p_light) const { + return AABB(); +} + +float LightStorage::light_get_param(RID p_light, RS::LightParam p_param) { + return 0.0; +} + +Color LightStorage::light_get_color(RID p_light) { + return Color(); +} + +RS::LightBakeMode LightStorage::light_get_bake_mode(RID p_light) { + return RS::LIGHT_BAKE_DISABLED; +} + +uint32_t LightStorage::light_get_max_sdfgi_cascade(RID p_light) { + return 0; +} + +uint64_t LightStorage::light_get_version(RID p_light) const { + return 0; +} + +/* PROBE API */ + +RID LightStorage::reflection_probe_allocate() { + return RID(); +} + +void LightStorage::reflection_probe_initialize(RID p_rid) { +} + +void LightStorage::reflection_probe_free(RID p_rid) { +} + +void LightStorage::reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) { +} + +void LightStorage::reflection_probe_set_intensity(RID p_probe, float p_intensity) { +} + +void LightStorage::reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) { +} + +void LightStorage::reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) { +} + +void LightStorage::reflection_probe_set_ambient_energy(RID p_probe, float p_energy) { +} + +void LightStorage::reflection_probe_set_max_distance(RID p_probe, float p_distance) { +} + +void LightStorage::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) { +} + +void LightStorage::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) { +} + +void LightStorage::reflection_probe_set_as_interior(RID p_probe, bool p_enable) { +} + +void LightStorage::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) { +} + +void LightStorage::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) { +} + +void LightStorage::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) { +} + +void LightStorage::reflection_probe_set_resolution(RID p_probe, int p_resolution) { +} + +AABB LightStorage::reflection_probe_get_aabb(RID p_probe) const { + return AABB(); +} + +RS::ReflectionProbeUpdateMode LightStorage::reflection_probe_get_update_mode(RID p_probe) const { + return RenderingServer::REFLECTION_PROBE_UPDATE_ONCE; +} + +uint32_t LightStorage::reflection_probe_get_cull_mask(RID p_probe) const { + return 0; +} + +Vector3 LightStorage::reflection_probe_get_extents(RID p_probe) const { + return Vector3(); +} + +Vector3 LightStorage::reflection_probe_get_origin_offset(RID p_probe) const { + return Vector3(); +} + +float LightStorage::reflection_probe_get_origin_max_distance(RID p_probe) const { + return 0.0; +} + +bool LightStorage::reflection_probe_renders_shadows(RID p_probe) const { + return false; +} + +void LightStorage::reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) { +} + +float LightStorage::reflection_probe_get_mesh_lod_threshold(RID p_probe) const { + return 0.0; +} + +/* LIGHTMAP CAPTURE */ + +RID LightStorage::lightmap_allocate() { + return RID(); +} + +void LightStorage::lightmap_initialize(RID p_rid) { +} + +void LightStorage::lightmap_free(RID p_rid) { +} + +void LightStorage::lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) { +} + +void LightStorage::lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) { +} + +void LightStorage::lightmap_set_probe_interior(RID p_lightmap, bool p_interior) { +} + +void LightStorage::lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) { +} + +PackedVector3Array LightStorage::lightmap_get_probe_capture_points(RID p_lightmap) const { + return PackedVector3Array(); +} + +PackedColorArray LightStorage::lightmap_get_probe_capture_sh(RID p_lightmap) const { + return PackedColorArray(); +} + +PackedInt32Array LightStorage::lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const { + return PackedInt32Array(); +} + +PackedInt32Array LightStorage::lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const { + return PackedInt32Array(); +} + +AABB LightStorage::lightmap_get_aabb(RID p_lightmap) const { + return AABB(); +} + +void LightStorage::lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) { +} + +bool LightStorage::lightmap_is_interior(RID p_lightmap) const { + return false; +} + +void LightStorage::lightmap_set_probe_capture_update_speed(float p_speed) { +} + +float LightStorage::lightmap_get_probe_capture_update_speed() const { + return 0; +} + +#endif // !GLES3_ENABLED diff --git a/drivers/gles3/storage/light_storage.h b/drivers/gles3/storage/light_storage.h new file mode 100644 index 0000000000..6f24e467bc --- /dev/null +++ b/drivers/gles3/storage/light_storage.h @@ -0,0 +1,154 @@ +/*************************************************************************/ +/* light_storage.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef LIGHT_STORAGE_GLES3_H +#define LIGHT_STORAGE_GLES3_H + +#ifdef GLES3_ENABLED + +#include "core/templates/local_vector.h" +#include "core/templates/rid_owner.h" +#include "core/templates/self_list.h" +#include "servers/rendering/renderer_compositor.h" +#include "servers/rendering/renderer_storage.h" +#include "servers/rendering/storage/light_storage.h" + +namespace GLES3 { + +class LightStorage : public RendererLightStorage { +private: + static LightStorage *singleton; + +public: + static LightStorage *get_singleton(); + + LightStorage(); + virtual ~LightStorage(); + + /* Light API */ + + virtual RID directional_light_allocate() override; + virtual void directional_light_initialize(RID p_rid) override; + virtual RID omni_light_allocate() override; + virtual void omni_light_initialize(RID p_rid) override; + virtual RID spot_light_allocate() override; + virtual void spot_light_initialize(RID p_rid) override; + + virtual void light_free(RID p_rid) override; + + virtual void light_set_color(RID p_light, const Color &p_color) override; + virtual void light_set_param(RID p_light, RS::LightParam p_param, float p_value) override; + virtual void light_set_shadow(RID p_light, bool p_enabled) override; + virtual void light_set_projector(RID p_light, RID p_texture) override; + virtual void light_set_negative(RID p_light, bool p_enable) override; + virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) override; + virtual void light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) override; + virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) override; + virtual void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) override; + virtual void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) override; + + virtual void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) override; + + virtual void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override; + virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) override; + virtual bool light_directional_get_blend_splits(RID p_light) const override; + virtual void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) override; + virtual RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const override; + + virtual RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override; + virtual RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override; + + virtual bool light_has_shadow(RID p_light) const override; + virtual bool light_has_projector(RID p_light) const override; + + virtual RS::LightType light_get_type(RID p_light) const override; + virtual AABB light_get_aabb(RID p_light) const override; + virtual float light_get_param(RID p_light, RS::LightParam p_param) override; + virtual Color light_get_color(RID p_light) override; + virtual RS::LightBakeMode light_get_bake_mode(RID p_light) override; + virtual uint32_t light_get_max_sdfgi_cascade(RID p_light) override; + virtual uint64_t light_get_version(RID p_light) const override; + + /* PROBE API */ + + virtual RID reflection_probe_allocate() override; + virtual void reflection_probe_initialize(RID p_rid) override; + virtual void reflection_probe_free(RID p_rid) override; + + virtual void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) override; + virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) override; + virtual void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) override; + virtual void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) override; + virtual void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) override; + virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) override; + virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) override; + virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) override; + virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) override; + virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) override; + virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) override; + virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) override; + virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) override; + virtual void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) override; + virtual float reflection_probe_get_mesh_lod_threshold(RID p_probe) const override; + + virtual AABB reflection_probe_get_aabb(RID p_probe) const override; + virtual RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const override; + virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const override; + virtual Vector3 reflection_probe_get_extents(RID p_probe) const override; + virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const override; + virtual float reflection_probe_get_origin_max_distance(RID p_probe) const override; + virtual bool reflection_probe_renders_shadows(RID p_probe) const override; + + /* LIGHTMAP CAPTURE */ + + virtual RID lightmap_allocate() override; + virtual void lightmap_initialize(RID p_rid) override; + virtual void lightmap_free(RID p_rid) override; + + virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) override; + virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) override; + virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) override; + virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) override; + virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const override; + virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const override; + virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const override; + virtual PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const override; + virtual AABB lightmap_get_aabb(RID p_lightmap) const override; + virtual void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) override; + virtual bool lightmap_is_interior(RID p_lightmap) const override; + virtual void lightmap_set_probe_capture_update_speed(float p_speed) override; + virtual float lightmap_get_probe_capture_update_speed() const override; +}; + +} // namespace GLES3 + +#endif // !GLES3_ENABLED + +#endif // !LIGHT_STORAGE_GLES3_H diff --git a/drivers/gles3/storage/particles_storage.cpp b/drivers/gles3/storage/particles_storage.cpp new file mode 100644 index 0000000000..9ed9fedd5a --- /dev/null +++ b/drivers/gles3/storage/particles_storage.cpp @@ -0,0 +1,254 @@ +/*************************************************************************/ +/* particles_storage.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifdef GLES3_ENABLED + +#include "particles_storage.h" + +using namespace GLES3; + +ParticlesStorage *ParticlesStorage::singleton = nullptr; + +ParticlesStorage *ParticlesStorage::get_singleton() { + return singleton; +} + +ParticlesStorage::ParticlesStorage() { + singleton = this; +} + +ParticlesStorage::~ParticlesStorage() { + singleton = nullptr; +} + +/* PARTICLES */ + +RID ParticlesStorage::particles_allocate() { + return RID(); +} + +void ParticlesStorage::particles_initialize(RID p_rid) { +} + +void ParticlesStorage::particles_free(RID p_rid) { +} + +void ParticlesStorage::particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) { +} + +void ParticlesStorage::particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) { +} + +void ParticlesStorage::particles_set_emitting(RID p_particles, bool p_emitting) { +} + +void ParticlesStorage::particles_set_amount(RID p_particles, int p_amount) { +} + +void ParticlesStorage::particles_set_lifetime(RID p_particles, double p_lifetime) { +} + +void ParticlesStorage::particles_set_one_shot(RID p_particles, bool p_one_shot) { +} + +void ParticlesStorage::particles_set_pre_process_time(RID p_particles, double p_time) { +} + +void ParticlesStorage::particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) { +} + +void ParticlesStorage::particles_set_randomness_ratio(RID p_particles, real_t p_ratio) { +} + +void ParticlesStorage::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) { +} + +void ParticlesStorage::particles_set_speed_scale(RID p_particles, double p_scale) { +} + +void ParticlesStorage::particles_set_use_local_coordinates(RID p_particles, bool p_enable) { +} + +void ParticlesStorage::particles_set_process_material(RID p_particles, RID p_material) { +} + +RID ParticlesStorage::particles_get_process_material(RID p_particles) const { + return RID(); +} + +void ParticlesStorage::particles_set_fixed_fps(RID p_particles, int p_fps) { +} + +void ParticlesStorage::particles_set_interpolate(RID p_particles, bool p_enable) { +} + +void ParticlesStorage::particles_set_fractional_delta(RID p_particles, bool p_enable) { +} + +void ParticlesStorage::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) { +} + +void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) { +} + +void ParticlesStorage::particles_set_collision_base_size(RID p_particles, real_t p_size) { +} + +void ParticlesStorage::particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) { +} + +void ParticlesStorage::particles_set_trails(RID p_particles, bool p_enable, double p_length) { +} + +void ParticlesStorage::particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) { +} + +void ParticlesStorage::particles_restart(RID p_particles) { +} + +void ParticlesStorage::particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) { +} + +void ParticlesStorage::particles_set_draw_passes(RID p_particles, int p_count) { +} + +void ParticlesStorage::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) { +} + +void ParticlesStorage::particles_request_process(RID p_particles) { +} + +AABB ParticlesStorage::particles_get_current_aabb(RID p_particles) { + return AABB(); +} + +AABB ParticlesStorage::particles_get_aabb(RID p_particles) const { + return AABB(); +} + +void ParticlesStorage::particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) { +} + +bool ParticlesStorage::particles_get_emitting(RID p_particles) { + return false; +} + +int ParticlesStorage::particles_get_draw_passes(RID p_particles) const { + return 0; +} + +RID ParticlesStorage::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const { + return RID(); +} + +void ParticlesStorage::particles_add_collision(RID p_particles, RID p_instance) { +} + +void ParticlesStorage::particles_remove_collision(RID p_particles, RID p_instance) { +} + +void ParticlesStorage::particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) { +} + +void ParticlesStorage::update_particles() { +} + +bool ParticlesStorage::particles_is_inactive(RID p_particles) const { + return false; +} + +/* PARTICLES COLLISION */ + +RID ParticlesStorage::particles_collision_allocate() { + return RID(); +} + +void ParticlesStorage::particles_collision_initialize(RID p_rid) { +} + +void ParticlesStorage::particles_collision_free(RID p_rid) { +} + +void ParticlesStorage::particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) { +} + +void ParticlesStorage::particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) { +} + +void ParticlesStorage::particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) { +} + +void ParticlesStorage::particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) { +} + +void ParticlesStorage::particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) { +} + +void ParticlesStorage::particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) { +} + +void ParticlesStorage::particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) { +} + +void ParticlesStorage::particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) { +} + +void ParticlesStorage::particles_collision_height_field_update(RID p_particles_collision) { +} + +void ParticlesStorage::particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) { +} + +AABB ParticlesStorage::particles_collision_get_aabb(RID p_particles_collision) const { + return AABB(); +} + +bool ParticlesStorage::particles_collision_is_heightfield(RID p_particles_collision) const { + return false; +} + +RID ParticlesStorage::particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const { + return RID(); +} + +RID ParticlesStorage::particles_collision_instance_create(RID p_collision) { + return RID(); +} + +void ParticlesStorage::particles_collision_instance_free(RID p_rid) { +} + +void ParticlesStorage::particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) { +} + +void ParticlesStorage::particles_collision_instance_set_active(RID p_collision_instance, bool p_active) { +} + +#endif // GLES3_ENABLED diff --git a/drivers/gles3/storage/particles_storage.h b/drivers/gles3/storage/particles_storage.h new file mode 100644 index 0000000000..cf47ada5d5 --- /dev/null +++ b/drivers/gles3/storage/particles_storage.h @@ -0,0 +1,140 @@ +/*************************************************************************/ +/* particles_storage.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef PARTICLES_STORAGE_GLES3_H +#define PARTICLES_STORAGE_GLES3_H + +#ifdef GLES3_ENABLED + +#include "core/templates/local_vector.h" +#include "core/templates/rid_owner.h" +#include "core/templates/self_list.h" +#include "servers/rendering/storage/particles_storage.h" + +namespace GLES3 { + +class ParticlesStorage : public RendererParticlesStorage { +private: + static ParticlesStorage *singleton; + +public: + static ParticlesStorage *get_singleton(); + + ParticlesStorage(); + virtual ~ParticlesStorage(); + + /* PARTICLES */ + + virtual RID particles_allocate() override; + virtual void particles_initialize(RID p_rid) override; + virtual void particles_free(RID p_rid) override; + + virtual void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) override; + virtual void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) override; + virtual void particles_set_emitting(RID p_particles, bool p_emitting) override; + virtual void particles_set_amount(RID p_particles, int p_amount) override; + virtual void particles_set_lifetime(RID p_particles, double p_lifetime) override; + virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) override; + virtual void particles_set_pre_process_time(RID p_particles, double p_time) override; + virtual void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) override; + virtual void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) override; + virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) override; + virtual void particles_set_speed_scale(RID p_particles, double p_scale) override; + virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) override; + virtual void particles_set_process_material(RID p_particles, RID p_material) override; + virtual RID particles_get_process_material(RID p_particles) const override; + virtual void particles_set_fixed_fps(RID p_particles, int p_fps) override; + virtual void particles_set_interpolate(RID p_particles, bool p_enable) override; + virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) override; + virtual void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) override; + virtual void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) override; + virtual void particles_set_collision_base_size(RID p_particles, real_t p_size) override; + + virtual void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) override; + + virtual void particles_set_trails(RID p_particles, bool p_enable, double p_length) override; + virtual void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) override; + + virtual void particles_restart(RID p_particles) override; + + virtual void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) override; + + virtual void particles_set_draw_passes(RID p_particles, int p_count) override; + virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) override; + + virtual void particles_request_process(RID p_particles) override; + virtual AABB particles_get_current_aabb(RID p_particles) override; + virtual AABB particles_get_aabb(RID p_particles) const override; + + virtual void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) override; + + virtual bool particles_get_emitting(RID p_particles) override; + virtual int particles_get_draw_passes(RID p_particles) const override; + virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const override; + + virtual void particles_add_collision(RID p_particles, RID p_instance) override; + virtual void particles_remove_collision(RID p_particles, RID p_instance) override; + + virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) override; + + virtual void update_particles() override; + virtual bool particles_is_inactive(RID p_particles) const override; + + /* PARTICLES COLLISION */ + + virtual RID particles_collision_allocate() override; + virtual void particles_collision_initialize(RID p_rid) override; + virtual void particles_collision_free(RID p_rid) override; + + virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) override; + virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) override; + virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) override; + virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) override; + virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) override; + virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) override; + virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) override; + virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) override; + virtual void particles_collision_height_field_update(RID p_particles_collision) override; + virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override; + virtual AABB particles_collision_get_aabb(RID p_particles_collision) const override; + virtual bool particles_collision_is_heightfield(RID p_particles_collision) const override; + virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override; + + virtual RID particles_collision_instance_create(RID p_collision) override; + virtual void particles_collision_instance_free(RID p_rid) override; + virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) override; + virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) override; +}; + +} // namespace GLES3 + +#endif // GLES3_ENABLED + +#endif // !PARTICLES_STORAGE_GLES3_H diff --git a/drivers/gles3/storage/render_target_storage.h b/drivers/gles3/storage/render_target_storage.h deleted file mode 100644 index 816cc76e40..0000000000 --- a/drivers/gles3/storage/render_target_storage.h +++ /dev/null @@ -1,132 +0,0 @@ -/*************************************************************************/ -/* render_target_storage.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#ifndef RENDER_TARGET_STORAGE_GLES3_H -#define RENDER_TARGET_STORAGE_GLES3_H - -#ifdef GLES3_ENABLED - -#include "core/templates/rid_owner.h" -#include "servers/rendering/renderer_compositor.h" -#include "servers/rendering/renderer_storage.h" // included until we move stuff into storage/render_target_storage.h -// #include "servers/rendering/storage/render_target_storage.h" - -// This must come first to avoid windows.h mess -#include "platform_config.h" -#ifndef OPENGL_INCLUDE_H -#include <GLES3/gl3.h> -#else -#include OPENGL_INCLUDE_H -#endif - -namespace GLES3 { - -// NOTE, this class currently is just a container for the the RenderTarget struct and is not yet implemented further, we'll do that next after we finish with TextureStorage - -struct RenderTarget { - RID self; - GLuint fbo = 0; - GLuint color = 0; - GLuint depth = 0; - - GLuint multisample_fbo = 0; - GLuint multisample_color = 0; - GLuint multisample_depth = 0; - bool multisample_active = false; - - struct Effect { - GLuint fbo = 0; - int width = 0; - int height = 0; - - GLuint color = 0; - }; - - Effect copy_screen_effect; - - struct MipMaps { - struct Size { - GLuint fbo = 0; - GLuint color = 0; - int width = 0; - int height = 0; - }; - - Vector<Size> sizes; - GLuint color = 0; - int levels = 0; - }; - - MipMaps mip_maps[2]; - - struct External { - GLuint fbo = 0; - GLuint color = 0; - GLuint depth = 0; - RID texture; - } external; - - int x = 0; - int y = 0; - int width = 0; - int height = 0; - - bool flags[RendererStorage::RENDER_TARGET_FLAG_MAX] = {}; - - // instead of allocating sized render targets immediately, - // defer this for faster startup - bool allocate_is_dirty = false; - bool used_in_frame = false; - RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED; - - bool use_fxaa = false; - bool use_debanding = false; - - RID texture; - - bool used_dof_blur_near = false; - bool mip_maps_allocated = false; - - Color clear_color = Color(1, 1, 1, 1); - bool clear_requested = false; - - RenderTarget() { - for (int i = 0; i < RendererStorage::RENDER_TARGET_FLAG_MAX; ++i) { - flags[i] = false; - } - external.fbo = 0; - } -}; - -} // namespace GLES3 - -#endif // !GLES3_ENABLED - -#endif // !RENDER_TARGET_STORAGE_GLES3_H diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp index d199b1032e..2a63c7ccad 100644 --- a/drivers/gles3/storage/texture_storage.cpp +++ b/drivers/gles3/storage/texture_storage.cpp @@ -43,6 +43,81 @@ TextureStorage *TextureStorage::get_singleton() { TextureStorage::TextureStorage() { singleton = this; + + system_fbo = 0; + + frame.count = 0; + frame.delta = 0; + frame.current_rt = nullptr; + frame.clear_request = false; + + Config *config = Config::get_singleton(); + + //determine formats for depth textures (or renderbuffers) + if (config->support_depth_texture) { + // Will use texture for depth + // have to manually see if we can create a valid framebuffer texture using UNSIGNED_INT, + // as there is no extension to test for this. + GLuint fbo; + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + GLuint depth; + glGenTextures(1, &depth); + glBindTexture(GL_TEXTURE_2D, depth); + glTexImage2D(GL_TEXTURE_2D, 0, config->depth_internalformat, 32, 32, 0, GL_DEPTH_COMPONENT, config->depth_type, nullptr); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0); + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + + glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); + glDeleteFramebuffers(1, &fbo); + glBindTexture(GL_TEXTURE_2D, 0); + glDeleteTextures(1, &depth); + + if (status != GL_FRAMEBUFFER_COMPLETE) { + // If it fails, test to see if it supports a framebuffer texture using UNSIGNED_SHORT + // This is needed because many OSX devices don't support either UNSIGNED_INT or UNSIGNED_SHORT +#ifdef GLES_OVER_GL + config->depth_internalformat = GL_DEPTH_COMPONENT16; +#else + // OES_depth_texture extension only specifies GL_DEPTH_COMPONENT. + config->depth_internalformat = GL_DEPTH_COMPONENT; +#endif + config->depth_type = GL_UNSIGNED_SHORT; + + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + + glGenTextures(1, &depth); + glBindTexture(GL_TEXTURE_2D, depth); + glTexImage2D(GL_TEXTURE_2D, 0, config->depth_internalformat, 32, 32, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, nullptr); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0); + + status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + //if it fails again depth textures aren't supported, use rgba shadows and renderbuffer for depth + config->support_depth_texture = false; + config->use_rgba_3d_shadows = true; + } + + glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); + glDeleteFramebuffers(1, &fbo); + glBindTexture(GL_TEXTURE_2D, 0); + glDeleteTextures(1, &depth); + } + } } TextureStorage::~TextureStorage() { @@ -65,6 +140,55 @@ bool TextureStorage::can_create_resources_async() const { return false; } +/* Canvas Texture API */ + +RID TextureStorage::canvas_texture_allocate() { + return canvas_texture_owner.allocate_rid(); +} + +void TextureStorage::canvas_texture_initialize(RID p_rid) { + canvas_texture_owner.initialize_rid(p_rid); +} + +void TextureStorage::canvas_texture_free(RID p_rid) { + canvas_texture_owner.free(p_rid); +} + +void TextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) { + CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture); + switch (p_channel) { + case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: { + ct->diffuse = p_texture; + } break; + case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: { + ct->normal_map = p_texture; + } break; + case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: { + ct->specular = p_texture; + } break; + } +} + +void TextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) { + CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture); + ct->specular_color.r = p_specular_color.r; + ct->specular_color.g = p_specular_color.g; + ct->specular_color.b = p_specular_color.b; + ct->specular_color.a = p_shininess; +} + +void TextureStorage::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) { + CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture); + ct->texture_filter = p_filter; +} + +void TextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) { + CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture); + ct->texture_repeat = p_repeat; +} + +/* Texture API */ + static const GLenum _cube_side_enum[6] = { GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_X, @@ -1208,4 +1332,812 @@ void TextureStorage::textures_keep_original(bool p_enable) { Config::get_singleton()->keep_original_textures = p_enable; } +/* DECAL API */ + +RID TextureStorage::decal_allocate() { + return RID(); +} + +void TextureStorage::decal_initialize(RID p_rid) { +} + +void TextureStorage::decal_set_extents(RID p_decal, const Vector3 &p_extents) { +} + +void TextureStorage::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) { +} + +void TextureStorage::decal_set_emission_energy(RID p_decal, float p_energy) { +} + +void TextureStorage::decal_set_albedo_mix(RID p_decal, float p_mix) { +} + +void TextureStorage::decal_set_modulate(RID p_decal, const Color &p_modulate) { +} + +void TextureStorage::decal_set_cull_mask(RID p_decal, uint32_t p_layers) { +} + +void TextureStorage::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) { +} + +void TextureStorage::decal_set_fade(RID p_decal, float p_above, float p_below) { +} + +void TextureStorage::decal_set_normal_fade(RID p_decal, float p_fade) { +} + +AABB TextureStorage::decal_get_aabb(RID p_decal) const { + return AABB(); +} + +/* RENDER TARGET API */ + +GLuint TextureStorage::system_fbo = 0; + +void TextureStorage::_set_current_render_target(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + + if (rt) { + if (rt->allocate_is_dirty) { + rt->allocate_is_dirty = false; + _render_target_allocate(rt); + } + + frame.current_rt = rt; + ERR_FAIL_COND(!rt); + frame.clear_request = false; + + glViewport(0, 0, rt->width, rt->height); + + _dims.rt_width = rt->width; + _dims.rt_height = rt->height; + _dims.win_width = rt->width; + _dims.win_height = rt->height; + + } else { + frame.current_rt = nullptr; + frame.clear_request = false; + glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); + } +} + +void TextureStorage::_render_target_allocate(RenderTarget *rt) { + Config *config = Config::get_singleton(); + + // do not allocate a render target with no size + if (rt->width <= 0 || rt->height <= 0) { + return; + } + + // do not allocate a render target that is attached to the screen + if (rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) { + rt->fbo = system_fbo; + return; + } + + GLuint color_internal_format; + GLuint color_format; + GLuint color_type = GL_UNSIGNED_BYTE; + Image::Format image_format; + + if (rt->flags[TextureStorage::RENDER_TARGET_TRANSPARENT]) { +#ifdef GLES_OVER_GL + color_internal_format = GL_RGBA8; +#else + color_internal_format = GL_RGBA; +#endif + color_format = GL_RGBA; + image_format = Image::FORMAT_RGBA8; + } else { +#ifdef GLES_OVER_GL + color_internal_format = GL_RGB8; +#else + color_internal_format = GL_RGB; +#endif + color_format = GL_RGB; + image_format = Image::FORMAT_RGB8; + } + + rt->used_dof_blur_near = false; + rt->mip_maps_allocated = false; + + { + /* Front FBO */ + + Texture *texture = get_texture(rt->texture); + ERR_FAIL_COND(!texture); + + // framebuffer + glGenFramebuffers(1, &rt->fbo); + glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo); + + // color + glGenTextures(1, &rt->color); + glBindTexture(GL_TEXTURE_2D, rt->color); + + glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, nullptr); + + if (texture->flags & TEXTURE_FLAG_FILTER) { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + } else { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + } + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0); + + // depth + + if (config->support_depth_texture) { + glGenTextures(1, &rt->depth); + glBindTexture(GL_TEXTURE_2D, rt->depth); + glTexImage2D(GL_TEXTURE_2D, 0, config->depth_internalformat, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, config->depth_type, nullptr); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0); + } else { + glGenRenderbuffers(1, &rt->depth); + glBindRenderbuffer(GL_RENDERBUFFER, rt->depth); + + glRenderbufferStorage(GL_RENDERBUFFER, config->depth_buffer_internalformat, rt->width, rt->height); + + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); + } + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + + if (status != GL_FRAMEBUFFER_COMPLETE) { + glDeleteFramebuffers(1, &rt->fbo); + if (config->support_depth_texture) { + glDeleteTextures(1, &rt->depth); + } else { + glDeleteRenderbuffers(1, &rt->depth); + } + + glDeleteTextures(1, &rt->color); + rt->fbo = 0; + rt->width = 0; + rt->height = 0; + rt->color = 0; + rt->depth = 0; + texture->tex_id = 0; + texture->active = false; + WARN_PRINT("Could not create framebuffer!!"); + return; + } + + texture->format = image_format; + texture->gl_format_cache = color_format; + texture->gl_type_cache = GL_UNSIGNED_BYTE; + texture->gl_internal_format_cache = color_internal_format; + texture->tex_id = rt->color; + texture->width = rt->width; + texture->alloc_width = rt->width; + texture->height = rt->height; + texture->alloc_height = rt->height; + texture->active = true; + + texture_set_flags(rt->texture, texture->flags); + } + + /* BACK FBO */ + /* For MSAA */ + +#ifndef JAVASCRIPT_ENABLED + if (rt->msaa >= RS::VIEWPORT_MSAA_2X && rt->msaa <= RS::VIEWPORT_MSAA_8X) { + rt->multisample_active = true; + + static const int msaa_value[] = { 0, 2, 4, 8, 16 }; + int msaa = msaa_value[rt->msaa]; + + int max_samples = 0; + glGetIntegerv(GL_MAX_SAMPLES, &max_samples); + if (msaa > max_samples) { + WARN_PRINT("MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos(max_samples)); + msaa = max_samples; + } + + //regular fbo + glGenFramebuffers(1, &rt->multisample_fbo); + glBindFramebuffer(GL_FRAMEBUFFER, rt->multisample_fbo); + + glGenRenderbuffers(1, &rt->multisample_depth); + glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_depth); + glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config->depth_buffer_internalformat, rt->width, rt->height); + + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth); + + glGenRenderbuffers(1, &rt->multisample_color); + glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_color); + glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height); + + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->multisample_color); + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + + if (status != GL_FRAMEBUFFER_COMPLETE) { + // Delete allocated resources and default to no MSAA + WARN_PRINT_ONCE("Cannot allocate back framebuffer for MSAA"); + printf("err status: %x\n", status); + rt->multisample_active = false; + + glDeleteFramebuffers(1, &rt->multisample_fbo); + rt->multisample_fbo = 0; + + glDeleteRenderbuffers(1, &rt->multisample_depth); + rt->multisample_depth = 0; + + glDeleteRenderbuffers(1, &rt->multisample_color); + rt->multisample_color = 0; + } + + glBindRenderbuffer(GL_RENDERBUFFER, 0); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + } else +#endif // JAVASCRIPT_ENABLED + { + rt->multisample_active = false; + } + + glClearColor(0, 0, 0, 0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + // copy texscreen buffers + // if (!(rt->flags[TextureStorage::RENDER_TARGET_NO_SAMPLING])) { + if (true) { + glGenTextures(1, &rt->copy_screen_effect.color); + glBindTexture(GL_TEXTURE_2D, rt->copy_screen_effect.color); + + if (rt->flags[TextureStorage::RENDER_TARGET_TRANSPARENT]) { + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); + } else { + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rt->width, rt->height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); + } + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glGenFramebuffers(1, &rt->copy_screen_effect.fbo); + glBindFramebuffer(GL_FRAMEBUFFER, rt->copy_screen_effect.fbo); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->copy_screen_effect.color, 0); + + glClearColor(0, 0, 0, 0); + glClear(GL_COLOR_BUFFER_BIT); + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + _render_target_clear(rt); + ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); + } + } + + // Allocate mipmap chains for post_process effects + // if (!rt->flags[RendererStorage::RENDER_TARGET_NO_3D] && rt->width >= 2 && rt->height >= 2) { + if (rt->width >= 2 && rt->height >= 2) { + for (int i = 0; i < 2; i++) { + ERR_FAIL_COND(rt->mip_maps[i].sizes.size()); + int w = rt->width; + int h = rt->height; + + if (i > 0) { + w >>= 1; + h >>= 1; + } + + int level = 0; + int fb_w = w; + int fb_h = h; + + while (true) { + RenderTarget::MipMaps::Size mm; + mm.width = w; + mm.height = h; + rt->mip_maps[i].sizes.push_back(mm); + + w >>= 1; + h >>= 1; + + if (w < 2 || h < 2) { + break; + } + + level++; + } + + GLsizei width = fb_w; + GLsizei height = fb_h; + + if (config->render_to_mipmap_supported) { + glGenTextures(1, &rt->mip_maps[i].color); + glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].color); + + for (int l = 0; l < level + 1; l++) { + glTexImage2D(GL_TEXTURE_2D, l, color_internal_format, width, height, 0, color_format, color_type, nullptr); + width = MAX(1, (width / 2)); + height = MAX(1, (height / 2)); + } +#ifdef GLES_OVER_GL + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level); +#endif + } else { + // Can't render to specific levels of a mipmap in ES 2.0 or Webgl so create a texture for each level + for (int l = 0; l < level + 1; l++) { + glGenTextures(1, &rt->mip_maps[i].sizes.write[l].color); + glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].sizes[l].color); + glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, width, height, 0, color_format, color_type, nullptr); + width = MAX(1, (width / 2)); + height = MAX(1, (height / 2)); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } + } + + glDisable(GL_SCISSOR_TEST); + glColorMask(1, 1, 1, 1); + glDepthMask(GL_TRUE); + + for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) { + RenderTarget::MipMaps::Size &mm = rt->mip_maps[i].sizes.write[j]; + + glGenFramebuffers(1, &mm.fbo); + glBindFramebuffer(GL_FRAMEBUFFER, mm.fbo); + + if (config->render_to_mipmap_supported) { + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->mip_maps[i].color, j); + } else { + glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].sizes[j].color); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->mip_maps[i].sizes[j].color, 0); + } + + bool used_depth = false; + if (j == 0 && i == 0) { //use always + if (config->support_depth_texture) { + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0); + } else { + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); + } + used_depth = true; + } + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + WARN_PRINT_ONCE("Cannot allocate mipmaps for 3D post processing effects"); + glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); + return; + } + + glClearColor(1.0, 0.0, 1.0, 0.0); + glClear(GL_COLOR_BUFFER_BIT); + if (used_depth) { + glClearDepth(1.0); + glClear(GL_DEPTH_BUFFER_BIT); + } + } + + rt->mip_maps[i].levels = level; + + if (config->render_to_mipmap_supported) { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } + } + rt->mip_maps_allocated = true; + } + + glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); +} + +void TextureStorage::_render_target_clear(RenderTarget *rt) { + Config *config = Config::get_singleton(); + + // there is nothing to clear when DIRECT_TO_SCREEN is used + if (rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) { + return; + } + + if (rt->fbo) { + glDeleteFramebuffers(1, &rt->fbo); + glDeleteTextures(1, &rt->color); + rt->fbo = 0; + } + + if (rt->external.fbo != 0) { + // free this + glDeleteFramebuffers(1, &rt->external.fbo); + + // clean up our texture + Texture *t = get_texture(rt->external.texture); + t->alloc_height = 0; + t->alloc_width = 0; + t->width = 0; + t->height = 0; + t->active = false; + texture_free(rt->external.texture); + memdelete(t); + + rt->external.fbo = 0; + } + + if (rt->depth) { + if (config->support_depth_texture) { + glDeleteTextures(1, &rt->depth); + } else { + glDeleteRenderbuffers(1, &rt->depth); + } + + rt->depth = 0; + } + + Texture *tex = get_texture(rt->texture); + tex->alloc_height = 0; + tex->alloc_width = 0; + tex->width = 0; + tex->height = 0; + tex->active = false; + + if (rt->copy_screen_effect.color) { + glDeleteFramebuffers(1, &rt->copy_screen_effect.fbo); + rt->copy_screen_effect.fbo = 0; + + glDeleteTextures(1, &rt->copy_screen_effect.color); + rt->copy_screen_effect.color = 0; + } + + for (int i = 0; i < 2; i++) { + if (rt->mip_maps[i].sizes.size()) { + for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) { + glDeleteFramebuffers(1, &rt->mip_maps[i].sizes[j].fbo); + glDeleteTextures(1, &rt->mip_maps[i].sizes[j].color); + } + + glDeleteTextures(1, &rt->mip_maps[i].color); + rt->mip_maps[i].sizes.clear(); + rt->mip_maps[i].levels = 0; + rt->mip_maps[i].color = 0; + } + } + + if (rt->multisample_active) { + glDeleteFramebuffers(1, &rt->multisample_fbo); + rt->multisample_fbo = 0; + + glDeleteRenderbuffers(1, &rt->multisample_depth); + rt->multisample_depth = 0; + + glDeleteRenderbuffers(1, &rt->multisample_color); + + rt->multisample_color = 0; + } +} + +RID TextureStorage::render_target_create() { + RenderTarget *rt = memnew(RenderTarget); + Texture *t = memnew(Texture); + + t->type = RenderingDevice::TEXTURE_TYPE_2D; + t->flags = 0; + t->width = 0; + t->height = 0; + t->alloc_height = 0; + t->alloc_width = 0; + t->format = Image::FORMAT_R8; + t->target = GL_TEXTURE_2D; + t->gl_format_cache = 0; + t->gl_internal_format_cache = 0; + t->gl_type_cache = 0; + t->data_size = 0; + t->total_data_size = 0; + t->ignore_mipmaps = false; + t->compressed = false; + t->mipmaps = 1; + t->active = true; + t->tex_id = 0; + t->render_target = rt; + + rt->texture = make_rid(t); + return render_target_owner.make_rid(rt); +} + +void TextureStorage::render_target_free(RID p_rid) { + RenderTarget *rt = render_target_owner.get_or_null(p_rid); + _render_target_clear(rt); + + Texture *t = get_texture(rt->texture); + if (t) { + texture_free(rt->texture); + memdelete(t); + } + render_target_owner.free(p_rid); + memdelete(rt); +} + +void TextureStorage::render_target_set_position(RID p_render_target, int p_x, int p_y) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + + rt->x = p_x; + rt->y = p_y; +} + +void TextureStorage::render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + + if (p_width == rt->width && p_height == rt->height) { + return; + } + + _render_target_clear(rt); + + rt->width = p_width; + rt->height = p_height; + + // print_line("render_target_set_size " + itos(p_render_target.get_id()) + ", w " + itos(p_width) + " h " + itos(p_height)); + + rt->allocate_is_dirty = true; + //_render_target_allocate(rt); +} + +// TODO: convert to Size2i internally +Size2i TextureStorage::render_target_get_size(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, Size2()); + + return Size2i(rt->width, rt->height); +} + +RID TextureStorage::render_target_get_texture(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, RID()); + + if (rt->external.fbo == 0) { + return rt->texture; + } else { + return rt->external.texture; + } +} + +void TextureStorage::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + + Config *config = Config::get_singleton(); + + if (p_texture_id == 0) { + if (rt->external.fbo != 0) { + // free this + glDeleteFramebuffers(1, &rt->external.fbo); + + // and this + if (rt->external.depth != 0) { + glDeleteRenderbuffers(1, &rt->external.depth); + } + + // clean up our texture + Texture *t = get_texture(rt->external.texture); + t->alloc_height = 0; + t->alloc_width = 0; + t->width = 0; + t->height = 0; + t->active = false; + texture_free(rt->external.texture); + memdelete(t); + + rt->external.fbo = 0; + rt->external.color = 0; + rt->external.depth = 0; + } + } else { + Texture *t; + + if (rt->external.fbo == 0) { + // create our fbo + glGenFramebuffers(1, &rt->external.fbo); + glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo); + + // allocate a texture + t = memnew(Texture); + + t->type = RenderingDevice::TEXTURE_TYPE_2D; + t->flags = 0; + t->width = 0; + t->height = 0; + t->alloc_height = 0; + t->alloc_width = 0; + t->format = Image::FORMAT_RGBA8; + t->target = GL_TEXTURE_2D; + t->gl_format_cache = 0; + t->gl_internal_format_cache = 0; + t->gl_type_cache = 0; + t->data_size = 0; + t->compressed = false; + t->srgb = false; + t->total_data_size = 0; + t->ignore_mipmaps = false; + t->mipmaps = 1; + t->active = true; + t->tex_id = 0; + t->render_target = rt; + + rt->external.texture = make_rid(t); + + } else { + // bind our frame buffer + glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo); + + // find our texture + t = get_texture(rt->external.texture); + } + + // set our texture + t->tex_id = p_texture_id; + rt->external.color = p_texture_id; + + // size shouldn't be different + t->width = rt->width; + t->height = rt->height; + t->alloc_height = rt->width; + t->alloc_width = rt->height; + + // Switch our texture on our frame buffer + { + // set our texture as the destination for our framebuffer + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0); + + // seeing we're rendering into this directly, better also use our depth buffer, just use our existing one :) + if (config->support_depth_texture) { + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0); + } else { + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); + } + } + + // check status and unbind + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); + + if (status != GL_FRAMEBUFFER_COMPLETE) { + printf("framebuffer fail, status: %x\n", status); + } + + ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); + } +} + +void TextureStorage::render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + + // When setting DIRECT_TO_SCREEN, you need to clear before the value is set, but allocate after as + // those functions change how they operate depending on the value of DIRECT_TO_SCREEN + if (p_flag == RENDER_TARGET_DIRECT_TO_SCREEN && p_value != rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) { + _render_target_clear(rt); + rt->flags[p_flag] = p_value; + _render_target_allocate(rt); + } + + rt->flags[p_flag] = p_value; + + switch (p_flag) { + case RENDER_TARGET_TRANSPARENT: + /* + case RENDER_TARGET_HDR: + case RENDER_TARGET_NO_3D: + case RENDER_TARGET_NO_SAMPLING: + case RENDER_TARGET_NO_3D_EFFECTS: */ + { + //must reset for these formats + _render_target_clear(rt); + _render_target_allocate(rt); + } + break; + default: { + } + } +} + +bool TextureStorage::render_target_was_used(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, false); + + return rt->used_in_frame; +} + +void TextureStorage::render_target_clear_used(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + + rt->used_in_frame = false; +} + +void TextureStorage::render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + + if (rt->msaa == p_msaa) { + return; + } + + _render_target_clear(rt); + rt->msaa = p_msaa; + _render_target_allocate(rt); +} + +void TextureStorage::render_target_set_use_fxaa(RID p_render_target, bool p_fxaa) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + + rt->use_fxaa = p_fxaa; +} + +void TextureStorage::render_target_set_use_debanding(RID p_render_target, bool p_debanding) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + + if (p_debanding) { + WARN_PRINT_ONCE("Debanding is not supported in the OpenGL backend. Switch to the Vulkan backend and make sure HDR is enabled."); + } + + rt->use_debanding = p_debanding; +} + +void TextureStorage::render_target_request_clear(RID p_render_target, const Color &p_clear_color) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + rt->clear_requested = true; + rt->clear_color = p_clear_color; + + // ERR_FAIL_COND(!frame.current_rt); + // frame.clear_request = true; + // frame.clear_request_color = p_color; +} + +bool TextureStorage::render_target_is_clear_requested(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, false); + return rt->clear_requested; +} +Color TextureStorage::render_target_get_clear_request_color(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, Color()); + return rt->clear_color; +} + +void TextureStorage::render_target_disable_clear_request(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + rt->clear_requested = false; +} + +void TextureStorage::render_target_do_clear_request(RID p_render_target) { +} + +void TextureStorage::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) { +} + +Rect2i TextureStorage::render_target_get_sdf_rect(RID p_render_target) const { + return Rect2i(); +} + +void TextureStorage::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) { +} + #endif // GLES3_ENABLED diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h index 7656cdf67e..7a5140a290 100644 --- a/drivers/gles3/storage/texture_storage.h +++ b/drivers/gles3/storage/texture_storage.h @@ -33,13 +33,20 @@ #ifdef GLES3_ENABLED -#include "canvas_texture_storage.h" #include "config.h" #include "core/os/os.h" #include "core/templates/rid_owner.h" -#include "render_target_storage.h" +#include "servers/rendering/renderer_compositor.h" #include "servers/rendering/storage/texture_storage.h" +// This must come first to avoid windows.h mess +#include "platform_config.h" +#ifndef OPENGL_INCLUDE_H +#include <GLES3/gl3.h> +#else +#include OPENGL_INCLUDE_H +#endif + namespace GLES3 { #define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 @@ -90,6 +97,24 @@ enum OpenGLTextureFlags { TEXTURE_FLAGS_DEFAULT = TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS | TEXTURE_FLAG_FILTER }; +struct CanvasTexture { + RID diffuse; + RID normal_map; + RID specular; + Color specular_color = Color(1, 1, 1, 1); + float shininess = 1.0; + + RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT; + RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT; + + Size2i size_cache = Size2i(1, 1); + bool use_normal_cache = false; + bool use_specular_cache = false; + bool cleared_cache = true; +}; + +struct RenderTarget; + struct Texture { RID self; @@ -296,6 +321,81 @@ private: RS::CanvasItemTextureRepeat state_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED; }; +struct RenderTarget { + RID self; + GLuint fbo = 0; + GLuint color = 0; + GLuint depth = 0; + + GLuint multisample_fbo = 0; + GLuint multisample_color = 0; + GLuint multisample_depth = 0; + bool multisample_active = false; + + struct Effect { + GLuint fbo = 0; + int width = 0; + int height = 0; + + GLuint color = 0; + }; + + Effect copy_screen_effect; + + struct MipMaps { + struct Size { + GLuint fbo = 0; + GLuint color = 0; + int width = 0; + int height = 0; + }; + + Vector<Size> sizes; + GLuint color = 0; + int levels = 0; + }; + + MipMaps mip_maps[2]; + + struct External { + GLuint fbo = 0; + GLuint color = 0; + GLuint depth = 0; + RID texture; + } external; + + int x = 0; + int y = 0; + int width = 0; + int height = 0; + + bool flags[RendererTextureStorage::RENDER_TARGET_FLAG_MAX] = {}; + + // instead of allocating sized render targets immediately, + // defer this for faster startup + bool allocate_is_dirty = false; + bool used_in_frame = false; + RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED; + + bool use_fxaa = false; + bool use_debanding = false; + + RID texture; + + bool used_dof_blur_near = false; + bool mip_maps_allocated = false; + + Color clear_color = Color(1, 1, 1, 1); + bool clear_requested = false; + + RenderTarget() { + for (int i = 0; i < RendererTextureStorage::RENDER_TARGET_FLAG_MAX; ++i) { + flags[i] = false; + } + external.fbo = 0; + } +}; + class TextureStorage : public RendererTextureStorage { private: static TextureStorage *singleton; @@ -303,6 +403,12 @@ private: Thread::ID _main_thread_id = 0; bool _is_main_thread(); + /* Canvas Texture API */ + + RID_Owner<CanvasTexture, true> canvas_texture_owner; + + /* Texture API */ + mutable RID_PtrOwner<Texture> texture_owner; Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const; @@ -310,12 +416,50 @@ private: void texture_set_proxy(RID p_texture, RID p_proxy); + /* Render Target API */ + + mutable RID_PtrOwner<RenderTarget> render_target_owner; + + // make access easier to these + struct Dimensions { + // render target + int rt_width; + int rt_height; + + // window + int win_width; + int win_height; + Dimensions() { + rt_width = 0; + rt_height = 0; + win_width = 0; + win_height = 0; + } + } _dims; + public: static TextureStorage *get_singleton(); TextureStorage(); virtual ~TextureStorage(); + /* Canvas Texture API */ + + CanvasTexture *get_canvas_texture(RID p_rid) { return canvas_texture_owner.get_or_null(p_rid); }; + bool owns_canvas_texture(RID p_rid) { return canvas_texture_owner.owns(p_rid); }; + + virtual RID canvas_texture_allocate() override; + virtual void canvas_texture_initialize(RID p_rid) override; + virtual void canvas_texture_free(RID p_rid) override; + + virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override; + virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override; + + virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override; + virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override; + + /* Texture API */ + Texture *get_texture(RID p_rid) { return texture_owner.get_or_null(p_rid); }; bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); }; RID make_rid(Texture *p_texture) { return texture_owner.make_rid(p_texture); }; @@ -380,6 +524,86 @@ public: void texture_set_shrink_all_x2_on_set_data(bool p_enable); RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const; void textures_keep_original(bool p_enable); + + /* DECAL API */ + + virtual RID decal_allocate() override; + virtual void decal_initialize(RID p_rid) override; + virtual void decal_free(RID p_rid) override{}; + + virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) override; + virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override; + virtual void decal_set_emission_energy(RID p_decal, float p_energy) override; + virtual void decal_set_albedo_mix(RID p_decal, float p_mix) override; + virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) override; + virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) override; + virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) override; + virtual void decal_set_fade(RID p_decal, float p_above, float p_below) override; + virtual void decal_set_normal_fade(RID p_decal, float p_fade) override; + + virtual AABB decal_get_aabb(RID p_decal) const override; + + virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {} + virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {} + + /* RENDER TARGET API */ + + static GLuint system_fbo; + + struct Frame { + GLES3::RenderTarget *current_rt; + + // these 2 may have been superseded by the equivalents in the render target. + // these may be able to be removed. + bool clear_request; + Color clear_request_color; + + float time; + float delta; + uint64_t count; + + Frame() { + // current_rt = nullptr; + // clear_request = false; + } + } frame; + + RenderTarget *get_render_target(RID p_rid) { return render_target_owner.get_or_null(p_rid); }; + bool owns_render_target(RID p_rid) { return render_target_owner.owns(p_rid); }; + + void _render_target_clear(RenderTarget *rt); + void _render_target_allocate(RenderTarget *rt); + void _set_current_render_target(RID p_render_target); + + virtual RID render_target_create() override; + virtual void render_target_free(RID p_rid) override; + virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) override; + virtual void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) override; + Size2i render_target_get_size(RID p_render_target); + virtual RID render_target_get_texture(RID p_render_target) override; + virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) override; + + virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) override; + virtual bool render_target_was_used(RID p_render_target) override; + void render_target_clear_used(RID p_render_target); + void render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa); + void render_target_set_use_fxaa(RID p_render_target, bool p_fxaa); + void render_target_set_use_debanding(RID p_render_target, bool p_debanding); + + // new + void render_target_set_as_unused(RID p_render_target) override { + render_target_clear_used(p_render_target); + } + + void render_target_request_clear(RID p_render_target, const Color &p_clear_color) override; + bool render_target_is_clear_requested(RID p_render_target) override; + Color render_target_get_clear_request_color(RID p_render_target) override; + void render_target_disable_clear_request(RID p_render_target) override; + void render_target_do_clear_request(RID p_render_target) override; + + void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override; + Rect2i render_target_get_sdf_rect(RID p_render_target) const override; + void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override; }; } // namespace GLES3 |